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Message ID: 3814
Date: Fri Jul 16 21:23:16 BST 1999
Author: silky@xxxxxx.xxxxxxx.xxx
Subject: RE: Re: Item Values (meta)
>From: "Jones, Brian" <brian.jones@...>
>
>Trade skills is what some people want in an MMORPG. That is why I like EQ,
>I don't have to deal with trade skills to make money - I work enough in RL,
>I don't want to play a game and work there too. In all of my years of
>roleplaying (AD&D, Amber, etc) I don't ever remembering anyone saying 'I
>don't want to go out and explore and kill stuff, I would rather make armor
>or jewelry!' That is what NPC's did for you.
>
>> ----------
>> From: John Kim[SMTP:kim@...]
>> Reply To: eqbards@onelist.com
>> Sent: Friday, July 16, 1999 11:46 AM
>> To: eqbards@onelist.com
>> Subject: Re: [eqbards] Re: Item Values (meta)
>>
>> From: John Kim <kim@...>
>>
>> On Fri, 16 Jul 1999 David.Lynam@... wrote:
>> >
>> > john writes:
>> > >Most people don't realize it, but a lot of the enjoyment of
>> > >the game is the anticipation just before you loot something -
>> > >will it or won't it have a nice item? I once modified the
>> > >source of an RPG so I could start off with the best stuff.
>> > >It made the game really boring - the item drops didn't matter
>> > >because I already had the best stuff, so all that was left was
>> > >endlessly killing monsters for experience.
>> >
>> > I think though that if less emphasis were placed on gathering items and
>> > accumulating wealth in EQ, more emphasis would be put on the social
>> aspect
>> > of it. I hate to use UO as an example but in this case it serves as a
>> > beautiful example. It just had something EQ missed. When you died you
>>
>> I don't think EQ has enough infrastructure to survive on a
>> purely social aspect. There are no player-owned structures,
>> there are no player-owned merchants, there are no item sinks,
>> and there are very few money sinks (trade skills, steel armor)
>> most of which (trade skills) were an afterthought coded in
>> just before the game went Final. In short, there really isn't
>> much you can *do* in EQ which doesn't revolve around killing
>> monsters to gain items and experience. You can't really make
>> your mark on the world.
>>
>> The PvP and Racewar servers definitely have more
>> possibilities, but on the normal servers, socializing is not
>> much different from an IRC chat room.
>>
>> In that respect, UO is ahead of EQ. I think EQ only strived
>> to make massively multiplayer online hack and slash FRPG. UO
>> strived to make an online virtual world. In the discussions
>> Brad McQuaid and Raph Koster have had, it's pretty obvious EQ
>> didn't have as high a goal as UO. Brad still refuses to admit
>> that long-term money and item sinks are necessary in a
>> persistent online game, to keep player ability inflation (and
>> thus monster difficulty deflation) in check.
>>
>> --
>> John H. Kim
>> kim@...
>>
>>
>>
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